Salvador García-Martínez, F. Orihuela-Espina, L. Sucar, A. Morán, Jorge Hernández-Franco
{"title":"A design framework for arcade-type games for the upper-limb rehabilitation","authors":"Salvador García-Martínez, F. Orihuela-Espina, L. Sucar, A. Morán, Jorge Hernández-Franco","doi":"10.1109/ICVR.2015.7358573","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358573","url":null,"abstract":"Motor rehabilitation helps impaired patients to regain their motor skills. Video game based therapies are an alternative form of rehabilitation claiming higher therapy adherence. Demands from medical, technical and user centered perspectives have thus far guided the development of these systems. Designing a single game complying with all the suggested principles remains unsolved. A common solution is to create collections of games, each one partially addressing a few demands, but even the design of each individual game is still challenging. Here, the COMFeeDY (Concept, objects, mechanics, feedback, and dynamics) framework is proposed as a response to the need of creating game-based rehabilitation systems composed of a variety of video games in a simpler, reusable, and faster way. The use of the framework is illustrated through the design of a game for upper limb rehabilitation. The current proposal represents the seed to what we envisaged should grow into a full framework further incorporating the medical and user centered principles so that games developed under the framework would have better chances of being therapeutically valid from onset. By using the proposed design framework, it is expected that the design process can be speeded up, components can be reused, and the development of these games be simplified.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114556436","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Kizony, P. Weiss, Sharon Harel, Yoram Feldman, Alexei Obuhov, G. Zeilig, Mordechai Shani
{"title":"Tele-rehabilitation service delivery: Journey from prototype to robust in-home use","authors":"R. Kizony, P. Weiss, Sharon Harel, Yoram Feldman, Alexei Obuhov, G. Zeilig, Mordechai Shani","doi":"10.1080/09638288.2016.1250827","DOIUrl":"https://doi.org/10.1080/09638288.2016.1250827","url":null,"abstract":"Tele-rehabilitation refers to the use of information and communication technologies to provide rehabilitation services to people remotely in their homes or other environments. The goal is to improve patient access to care by receiving therapy beyond the physical walls of a traditional healthcare facility, thus expanding continuity of rehabilitation care. The objectives of this paper are (1) to provide data that document the service delivery implemented by ReAbility Online for the past 18 months and (2) to report on the results of a focus group of clients who took part in the service during its initial implementation. We conclude with a short discussion based on the lessons learned during the development, evaluation and service implementation process.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117278236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A portable virtual reality balance device to assess mild traumatic brain injury symptoms: A pilot validation study","authors":"W. Geoffrey Wright, J. McDevitt, K. Appiah-Kubi","doi":"10.1109/ICVR.2015.7358591","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358591","url":null,"abstract":"Mild traumatic brain injury (mTBI) following a head impact or blast exposure can cause diffuse injury to the brain, which can affect sensorimotor, cognitive, and emotional processes. Among the most common sensorimotor symptoms of mTBI is balance impairment. A commonly used assessments of balance following mTBI is the sensory organization test (SOT). This test has shown that postural deficits following head injury may be due to visual-vestibular processing issues, but it is less sensitive to unremitting symptoms that do not spontaneously resolve within a week. Our current project involves demonstrating validity and reliability of a novel low-cost, portable virtual reality-based balance screening device that employs established principles of sensorimotor reweighting and visual-vestibular integration. The goal is to determine if it can replace existing tools that are either prohibitively expensive or lack reliability or sensitivity. Methods: Healthy adults with no known musculoskeletal or neurological injury (n=27; 17 males, 10 females; 22.1±3.9 years) were tested to establish healthy norms. Individuals with mTBI (n=8; 4 males, 4 females; 20.0±1.7 years) were compared to the healthy norms. The new VR-based balance assessment system consists of a Wii balance board (WBB), a large screen television, and a custom-designed software user interface used to collect and process data. Subjects performed six upright postural tasks (three visual conditions either standing directly on the WBB or on foam placed on the WBB). Subjects viewed a virtual reality scene displayed on a 60\" television. The three visual conditions were Static Scene, Dark Scene, and Dynamic Scene (Roll at 60 deg/s). The WBB recorded COP at 100Hz for 30 sec. Dependent variables included COP velocity, root mean square, and sway area. Subjects also performed the sensory organization test (SOT), which can be used as criterion-measures for intraclass correlations with the new device. Results: Preliminary data on healthy subjects validates effectiveness of the device to reduce postural stability as sensory input reliability and availability decreases. Additionally, ur results reveal that individuals with mTBI have significantly worse balance scores on the new VR-device (p<;0.001). This highlights its sensitivity to balance disturbance even if when testing a small sample. Comparison of the new device to SOT shows good criterion validity with ROC curves revealing sensitivity/specificity equal or higher than the SOT. COP sway area, velocity, and standard deviation of medial-lateral and anterior-posterior sway were all sensitive dependent variables. In conclusion, this study helps demonstrate that our new VR-based assessment tool is a valid measure for detecting balance related changes in neurologically impaired individuals and can potentially replace much more expensive equipment. Using postural control as an outcome measure of brain injury may help improve identification of individuals with sub-acu","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130964169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bonnechère Bruno, Jansen Bart, Omelina Lubos, Diaz Florent, S. Victor, Van Sint Jan Serge
{"title":"Clinical evolution or familiarization?: Time analysis of serious games exercises to assess the learning effect","authors":"Bonnechère Bruno, Jansen Bart, Omelina Lubos, Diaz Florent, S. Victor, Van Sint Jan Serge","doi":"10.1109/ICVR.2015.7358603","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358603","url":null,"abstract":"Thanks to the evolution of game controllers (mainly the Kinect™ sensor and the Balance Board™), video games are becoming more and more popular in physical rehabilitation. Indeed the integration of serious games in rehabilitation has been tested for various pathologies (e.g. brain stroke, cerebral palsy, Parkinson's disease...). Parallel to this clinical research, a lot of studies have been done in order to validate the use of these game controllers for simple biomechanical evaluation. Currently, it is thus possible to record the motions performed by the patients during serious gaming exercises for later analysis. Therefore, data collected during the exercises could be used for monitoring the evolution of the patients during long term rehabilitation. Before using the parameters extracted from the games to assess patients' evolution two important aspects must be verified: the reproducibility of measurement and a possible effect of learning of the task to be performed. To evaluate these parameters two specially developed games for physical rehabilitation were used. Ten healthy adults played 9 sessions of games over a 3 weeks period. Different parameters were extracted from the games: time, range of motion, reaching area... ANOVA and ICC were processed to evaluate reproducibility of measurement. The majority of the learning effect occurred during the very first session. Therefore, in order to allow regular monitoring the results of this first session should not be included in the follow-up of the patient.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"35 32","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131501340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Bahat, M. Kafri, E. Kodesh, P. Weiss, R. Kizony, I. Baum-Cohen, G. Zeilig, M. Bondi, I. Mintz
{"title":"A multi-dimensional approach to evaluate performance of complex daily activities of older adults in a simulated mall","authors":"Y. Bahat, M. Kafri, E. Kodesh, P. Weiss, R. Kizony, I. Baum-Cohen, G. Zeilig, M. Bondi, I. Mintz","doi":"10.1109/ICVR.2015.7358610","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358610","url":null,"abstract":"Age-related decline in physiological, physical and cognitive functions as well as disabilities resulting from pathological conditions may interfere with the ability to adapt to the environmental and social demands. It is important to understand and characterize the ways in which these age-related is to present a multi-dimensional approach to assess performance of a simulated complex daily activity of older adults compared to young adults. Six young adults aged 28.2 ± 4.3 years and seven community dwelling older adults aged 74.3 ±5.8 years were tested during a single session. After training on a self-paced treadmill a non-functional simulation to learn how to navigate within the virtual environment (VE), they perform the Virtual Multiple Errands Test (VMET) in a mall simulation. The young adults performed the VMET significantly better than the older group. In contrast, the older group made significantly more stops while performing the VMET, they walked for a greater distance and wandered about more in the VE. The results of this study provide support for the need to use more realistic virtual environments that truly simulate the challenges experienced by people when engaging in functional tasks.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121341179","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Zeilig, H. Weingarden, A. Obuchov, A. Bloch, M. Gaides, R. Reuveny, I. Ben-Dov
{"title":"Lokomat walking results in increased metabolic markers in individuals with high spinal cord injury","authors":"G. Zeilig, H. Weingarden, A. Obuchov, A. Bloch, M. Gaides, R. Reuveny, I. Ben-Dov","doi":"10.1109/ICVR.2015.7358604","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358604","url":null,"abstract":"Walking on the Lokomat, a motorized robotic gait orthosis (MRGO), was assessed as a method of increasing metabolic activity in individuals with high spinal cord injury. We assessed 11 participants, comparing sessions of robotic walking to passive pedaling, measuring oxygen consumption and carbon dioxide production. The robotic walking did increase the metabolic markers, while the passive pedaling did not.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121226704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Peruzzi, A. Cereatti, Ugo Delia Croce, I. R. Zarbo, A. Mirelman
{"title":"Treadmill-virtual reality combined training program to improve gait in multiple sclerosis individuals","authors":"A. Peruzzi, A. Cereatti, Ugo Delia Croce, I. R. Zarbo, A. Mirelman","doi":"10.1109/ICVR.2015.7358581","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358581","url":null,"abstract":"Gait disturbances are common in multiple sclerosis (MS) subjects. In particular, a non-physiological reduction of the walking speed and an increase of the gait variability is observed during a concurrent walking and cognitive challenge task. Virtual reality (VR) allows the delivery of challenging environments to train gait of MS individuals. This study aims to investigate the effects of two types of intensive treadmill-based interventions on gait of MS individuals. The two interventions share the same training protocol, except for the use of VR. Seventeen MS patients enrolled in the study were randomized in treadmill training (TT) group and treadmill training with VR (TT-VR) group. Assessments, performed before and immediately after the interventions, included gait analysis (single and dual-task conditions) and motor tests. Gait spatial-temporal parameters significantly improved in both groups. Ankle and hip kinetics improved in dual task only, for the TT-VR group. The preliminary results of this study suggest that TT-VR may significantly improve gait performance during complex conditions of MS individuals. The experimental research is still ongoing and more subjects will be recruited.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127862828","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From theoretical analysis to clinical assessment and intervention: Three interactive motor skills in a virtual environment","authors":"D. Sternad","doi":"10.1109/ICVR.2015.7358579","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358579","url":null,"abstract":"Rehabilitation of upper extremity has successfully focused on simple reaching movements using assistive robotic devices in concert with virtual interactive displays. When commercial gaming technology is adapted to clinical use, the movements often are more complex but also less controlled. While motivating games engage the patients, the more controlled robot-assisted paradigms afford more focused quantitative assessment and intervention. Our lab has developed three experimental tasks, implemented in virtual reality environments, that combine physically controlled movements with gaming aspects: Throwing a ball, carrying a cup of coffee, and rhythmically bouncing a ball. All three paradigms are grounded in theoretical analysis of the physics of the task before their virtual implementation. On the basis of the mathematical model of the abstracted physics, novel analyses of human performance were developed that go beyond simple outcome measures and quantify essential aspects movement control: timing, variability, safety margins. Basic research on healthy subjects laid the groundwork for using these experimental platforms for (pre)-clinical assessment and intervention in patients with neurological disorders. We present three studies on Parkinson patients, children with dystonia, and older adults to exemplify the potential of these experimental tasks for assessment and targeted intervention.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132384236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploratory movements in unconstrained tactile search with virtual surfaces","authors":"T. Milner, R. Gassert, V. Hayward","doi":"10.1109/ICVR.2015.7358624","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358624","url":null,"abstract":"The objective of this study was to determine how humans use tactile information to guide exploratory movement of the hand. A virtual environment made it possible to adjust the tactile input parameters online, based on subject behavior, something which is impossible with conventional techniques. We employed a haptic interface which applied distributed differential traction to the skin of the fingertip and investigated the effect of reducing tactile contrast on the ability to locate a virtually rendered ridge on a textured background. The difficulty of the task increased as the stimulus amplitude used to render the ridge decreased and the stimulus amplitude used to render the textured background increased. Difficulty depended more strongly on the amplitude of the textured background than on the amplitude of the ridge. The time taken to locate the ridge increased with difficulty. Most frequently, subjects crossed the ridge either once or twice before definitively establishing its location. The ability to locate the ridge did not appear to be sensitive to the velocity at which the ridge was crossed unless the difficulty was high. Our results suggest that haptic interfaces based on tactile stimulation to guide exploration could be used for both diagnostics and rehabilitation of sensorimotor hand function.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131870511","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Keynote lecture 5: Neuroplasticity-based strategies applied to delay onsets of-and to treat-psychiatric and neurological disorders","authors":"M. Merzenich","doi":"10.1109/ICVR.2015.7358566","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358566","url":null,"abstract":"Dr. Merzenich's research interests have included the functional organization of the somatosensory and auditory nervous systems; the neurological bases of - and rules governing-learning-induced cortical plasticity; and the neurological origins of and remediation of developmental and acquired impairments in language, reading, memory, attention, cognitive control, and movement. His research teams have extensively modeled changes induced in the brain a) following brain injury and stroke; b) resulting from distorted experiential history leading to acquired impairments, psychotic illness and addiction; and c) contributing to pathological neurological regression in aging. All have been studied as platforms for developing brain plasticity-based medical therapeutics to treat those conditions in human populations. Dr. Merzenich led a research team that created a widely commercially applied cochlear implant (Advanced Bionics' Symbion). In 1996, he co-founded Scientific Learning, a company dedicated to delivering remedial therapies to address language, reading, attention, and cognitive impairments in school age children. Its programs have been applied to help more than 5 million children. In 2002, he co-founded Posit Science, which produces and delivers computer-delivered therapies applied to help aging, psychiatrically-impaired, and brain-injured populations. In 2009, he co-founded the Brain Plasticity Institute, a research company focused on developing new treatment strategies for children and adults with severe neurological impairments.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134484727","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}